CN115565680A - Individualized cognitive training system of cognitive assessment result based on game behavior analysis - Google Patents

Individualized cognitive training system of cognitive assessment result based on game behavior analysis Download PDF

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CN115565680A
CN115565680A CN202211279132.3A CN202211279132A CN115565680A CN 115565680 A CN115565680 A CN 115565680A CN 202211279132 A CN202211279132 A CN 202211279132A CN 115565680 A CN115565680 A CN 115565680A
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张岩
竺映波
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Shenzhen Brain Network Technology Co ltd
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    • GPHYSICS
    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H50/00ICT specially adapted for medical diagnosis, medical simulation or medical data mining; ICT specially adapted for detecting, monitoring or modelling epidemics or pandemics
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    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • A63F13/46Computing the game score
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • A63F13/798Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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    • G16INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR SPECIFIC APPLICATION FIELDS
    • G16HHEALTHCARE INFORMATICS, i.e. INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR THE HANDLING OR PROCESSING OF MEDICAL OR HEALTHCARE DATA
    • G16H10/00ICT specially adapted for the handling or processing of patient-related medical or healthcare data
    • G16H10/60ICT specially adapted for the handling or processing of patient-related medical or healthcare data for patient-specific data, e.g. for electronic patient records

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Abstract

The invention is suitable for the technical field of behavior cognition, and provides a game behavior analysis-based personalized cognitive training system for cognitive assessment results, which comprises a data pre-entry module, a real-time interaction module, a communication module, a general computing equipment module, a storage module and a result display module, wherein: the data pre-recording module comprises a demographic information unit and a cognitive scale information unit; the real-time interaction module comprises a game behavior data unit and a system feedback data unit, and is used for acquiring the game behavior data of the user and giving interactive feedback so as to perform cognitive training; the general computing equipment module comprises a normal mode analysis unit, an evaluation result analysis unit, a real-time training content unit and a personalized training scheme unit. The invention does not need to rely on manpower to evaluate, thereby reducing the manpower cost; the evaluation method of the game reduces the hours required by the evaluation of the scale to 10-20 minutes, thereby greatly reducing the time cost.

Description

Individualized cognitive training system of cognitive assessment result based on game behavior analysis
Technical Field
The invention relates to the technical field of behavior cognition, in particular to a personalized cognitive training system based on a cognitive assessment result of game behavior analysis.
Background
The application numbers are: 202111316100.1, china patent discloses a system and method for training cognitive functions, which is characterized in that the cognitive functions of users are evaluated by a cognitive evaluation scale and physiological parameters, corresponding training contents are provided for the functional problems of different cognitive units based on the evaluation results, and parameters of the training contents, such as difficulty, time, strength, speed of objects, etc., are adjusted according to the cognitive level of the users. Although the method provides the personalized training content according to the evaluation result, firstly, the method only makes a very fuzzy expression on the cognitive evaluation method and how the evaluation result corresponds to different cognitive function units, and a reasonable cognitive evaluation system is lacked, so that a specific evaluation method with different cognitive dimensions is lacked, or a rough division and evaluation method of the cognitive function units is only provided; and only provides a method of how to select the training contents and lacks a method of how to provide different training parameters according to the cognitive level of the user in the same training contents. Therefore, it is desirable to provide a personalized cognitive training system based on cognitive assessment results of game behavior analysis, which aims to solve the above problems.
Disclosure of Invention
Aiming at the defects in the prior art, the invention aims to provide a personalized cognitive training system based on cognitive assessment results of game behavior analysis, so as to solve the problems in the background technology.
The invention is realized in this way, a game behavior analysis-based individualized cognition training system for cognition assessment results, the system comprises a data pre-entry module, a real-time interaction module, a communication module, a general computing equipment module, a storage module and a result display module, wherein:
the data pre-recording module comprises a demographic information unit and a cognitive scale information unit;
the real-time interaction module comprises a game behavior data unit and a system feedback data unit, and is used for collecting the game behavior data of the user and giving interactive feedback so as to perform cognitive training;
the general computing equipment module comprises a normal mode analysis unit, an evaluation result analysis unit, a real-time training content unit and a personalized training scheme unit, wherein the normal mode analysis unit and the evaluation result analysis unit form an evaluation submodule, and the real-time training content unit and the personalized training scheme unit form a training submodule.
As a further scheme of the invention: the demographic information unit is used for inputting demographic information, and the demographic information comprises name, age, gender, education level and occupation; the cognitive scale information unit is used for inputting cognitive scale evaluation data before the user.
As a further scheme of the invention: the main items of the cognitive assessment data comprise attention, memory, reasoning ability, perception and coordination, and the attention comprises the following sub-items: centralization, distribution, suppression and updating; the memory includes sub-items: short-term visual memory, short-term speech memory, working memory and naming; the reasoning capability includes the following sub-items: planning and transferring; the perception includes sub-items: spatial perception, visual perception and auditory perception; the coordination force includes sub-items: reaction time and hand-eye coordination.
As a further scheme of the invention: the original scores of all main items and the original scores of all sub-items in the cognitive assessment data are obtained according to behavior data of assessment games, different weight values are set for different sub-items in each assessment game, sample users are classified according to the demographic information and the scores of the cognitive scale assessment data, and the samples are assessed to obtain a normal mode of an original assessment result; and (3) aiming at the original score of the target user, taking the normal model of the corresponding crowd for standardization: s = a × (X-M)/SD + B, where X is the user' S raw score, M represents the sample average score, SD represents the standard deviation of the samples, and a and B are preset offset parameters.
As a further scheme of the invention: the training game content of the training submodule is different from the content of the evaluation game, specifically, a personalized training scheme is generated according to the evaluation result obtained by the user in the evaluation game, and the steps are as follows:
calculating a relevance score for each training game;
and sorting the games according to the relevance scores from large to small, and selecting the first training contents as the personalized training scheme of the next stage of the user.
As a further scheme of the invention: the relevance score
Figure BDA0003897374010000021
Wherein C is the evaluation score of a certain sub-item, n is the total number of the sub-items, and W is the weight value of the corresponding game in the sub-item.
As a further scheme of the invention: each training game is provided with different parameter gradients, and the parameters comprise difficulty level, training time, moving speed and appearance frequency of internal articles.
Compared with the prior art, the invention has the beneficial effects that:
manpower is not needed to be relied on for evaluation, so that the labor cost is reduced; the evaluation method of the game reduces the hours required by the evaluation of the scale to 10-20 minutes, thereby greatly reducing the time cost; the evaluation score is based on objective behavior data of the user, so that the problem of subjective scoring is avoided; in addition, the invention provides an accurate personalized training content selection method and a training content parameter setting method based on the sub-project division and evaluation results, so that accurate and targeted training is performed on each cognitive project for users with different cognitive levels, and great potential advantages are achieved for the improvement of the training effect.
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Fig. 1 is a schematic structural diagram of a personalized cognitive training system based on cognitive assessment results of game behavior analysis.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more clear, the present invention is further described in detail below with reference to the accompanying drawings and specific embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the invention and are not intended to limit the invention.
Specific implementations of the present invention are described in detail below with reference to specific embodiments.
As shown in fig. 1, an embodiment of the present invention provides a game behavior analysis-based personalized cognitive training system for cognitive assessment results, where the system includes a data pre-entry module, a real-time interaction module, a communication module, a general-purpose computing device module, a storage module, and a result display module, where:
the data pre-entry module comprises a demographic information unit and a cognitive scale information unit, and the data pre-entry equipment can be conventional computer equipment taking a mouse and a keyboard as an interaction means, and can also be a touch display all-in-one machine or equipment such as a tablet computer and a mobile phone;
the real-time interaction module comprises a game behavior data unit and a system feedback data unit, and is used for acquiring the game behavior data of the user and giving interactive feedback so as to perform cognitive training;
the general computing equipment module comprises a normal mode analysis unit, an evaluation result analysis unit, a real-time training content unit and an individualized training scheme unit, wherein the normal mode analysis unit and the evaluation result analysis unit form an evaluation submodule, the real-time training content unit and the individualized training scheme unit form a training submodule, and the evaluation result analysis module can give out an evaluation result according to the analysis of game behavior data of a user. The communication module and the storage module can be an internet architecture, and the data can be uploaded to a server through a remote communication protocol and stored at a server; or a local architecture, and the data result is directly stored in the local terminal equipment; the result display module comprises a result display function and can display results on various display terminals (such as a mobile phone, a tablet computer and a large-screen display).
In the embodiment of the invention, the demographic information unit is used for inputting demographic information, wherein the demographic information comprises name, age, gender, education level and occupation; the cognitive scale information unit is used for inputting cognitive scale evaluation data before a user, and the cognitive scale can be as follows: a simple intelligent mental state examination scale, a montreal cognitive assessment scale, a long valley chunky simple intelligent scale, a cognitive disorder self-rating scale, a clinical dementia rating scale, an alzheimer's disease rating scale-cognitive scoring scale, a numeric breadth-reversed back, a language fluency test, a wechsler's numeric symbol test, a generalized anxiety scale, a hamilton depression scale, a depression self-rating scale, a Berg balance scale, a Fugl-Meyer balance scale, an ADL daily living capacity scale, and the like.
In the embodiment of the invention, the main items of the cognitive assessment data comprise attention, memory, reasoning ability, perception and coordination, and the attention comprises the following sub-items: centralization, distribution, suppression and updating; the memory includes sub-items: short-term visual memory, short-term speech memory, working memory and naming; the reasoning capability includes the following sub-items: planning and transferring; the perception includes sub-items: spatial perception, visual perception and auditory perception; the coordination force includes sub-items: reaction time and hand-eye coordination.
In the embodiment of the present invention, each main item raw score and each sub item raw score in the cognitive assessment data are obtained according to behavior data of an assessment game, preferably, 4 assessment games are "forgetting to see", "circle memory", "color sphere switching" and "circle target shooting", respectively, and 4 games are from a paradigm of a classical neuropsychological experiment.
"forget to see": random objects are displayed in the form of pictures or voices in turn, and a user needs to answer whether the displayed objects appear before or not at the fastest speed and whether the displayed objects appear in the form of pictures or voices. The system records user performance, and obtains 6 behavior data indexes of 'picture correct rate', 'voice correct rate', 'total correct rate', 'picture response time', 'voice response time' and 'total response time' of the user by calculating the tie value.
"pattern memory": the system has a plurality of rounds, a plurality of circles are highlighted and played in a certain sequence by the system in one round, and a user needs to memorize the sequence and the positions of the circles in the process; the user is then required to reproduce the order and position of the circles played by the system. As the number of rounds increases, the number of circles to be memorized increases synchronously. The system will record the user performance and obtain the "correct rate" and "reaction time" of the user by calculating the average value.
"color sphere switching": the system can present a dialog box with colored characters and a target point which is continuously moved; the color of the text description in the dialog box may be the same as or different from the actual color of the text, the user is required to click the dialog box when the colors are the same, the user is required to keep not clicking the dialog box when the colors are different, and the user is judged to be wrong if the user is overtime or wrong in selection; meanwhile, the mouse or touch point of the user is required to be continuously held on the moving target, and if the mouse or touch point is separated from the target by a certain distance, the mouse or touch point is determined to be misaligned. The system will record the user performance and calculate the average to get the user's "correct rate" (correct choice of color), "reaction time" and "precision rate" (proportion of time to maintain goal).
"round target spot shot": the system can generate a round target at a random position in the screen, and a user needs to click a round to shoot in the shortest time, wherein shooting is marked as correct; meanwhile, the system can simultaneously generate a circular target and a hexagonal target with a certain probability, and a user needs to avoid shooting the hexagonal target, and the shooting accuracy is recorded as 'interference accuracy' under the condition. The system records the user performance and calculates the average value to obtain the total accuracy, the total reaction time, the interference accuracy and the interference reaction time of the user.
Each evaluation game corresponds to different sub-items, and according to the behavior performance of the user in the 4 evaluation games, the original score X corresponding to each game can be obtained, and the corresponding relation between each game and the cognitive sub-items is as follows:
Figure BDA0003897374010000051
Figure BDA0003897374010000061
according to the method, a plurality of users are taken as samples, the sample users are classified according to the scores of the demographic information and the cognitive scale evaluation data, and the samples are evaluated to obtain a normal model of an original evaluation result; and (3) aiming at the original score of the target user, taking the normal model of the corresponding crowd for standardization: s = a × (X-M)/SD + B, where X is the user' S raw score, M represents the sample average score, SD represents the standard deviation of the samples, a and B are preset offset parameters, which are set empirically. Each evaluation game is provided with different weight values for different sub-items, so that the sub-items are scored
Figure BDA0003897374010000062
Wherein S is the score of the user after standardization according to the corresponding cognitive sub-item calculation method in the evaluation game, W is the correlation weight value of the cognitive unit corresponding to the game, and the score of the main item is the average value of the scores of the sub-items. The following table is one example of a weight relationship for each evaluation game and associated cognitive unit:
Figure BDA0003897374010000063
Figure BDA0003897374010000071
in the embodiment of the present invention, the content of the training game of the training submodule is different from the content of the evaluation game, and each training game also performs intensive training for different cognitive function items, and as an embodiment, the relationship between part of the training games and cognitive items is as follows:
Figure BDA0003897374010000072
specifically, according to the evaluation result obtained by the user in the evaluation game, a personalized training scheme is generated, which comprises the following steps:
calculating a relevance score for each training game, the relevance score
Figure BDA0003897374010000073
Wherein C is the evaluation score of a certain sub-item, n is the total number of the sub-items, W is the weight value of the corresponding game in the sub-item, the higher the relevance score is, the weaker cognitive item of the user can be trained most by the training content of the game under the evaluation result of the user;
and sorting the game relevance scores from large to small, and selecting a plurality of previous training contents as the personalized training scheme of the next stage of the user.
In the embodiment of the invention, different parameter gradients are set for each training game, and the parameters comprise difficulty level, training duration, moving speed and appearance frequency of internal articles. And providing corresponding training parameters according to the cognitive level of the user. The difficulty rating is taken here as an example: and dividing a plurality of game difficulty grades, and selecting corresponding difficulty according to the position of the user score in the sample score. One embodiment may be: the game is divided into 1-100 grades, and the difficulty is given to 50 grades if the score of the user is M (sample average score), 100 grades if the score is M +3SD, and 1 grade if the score is M-3 SD.
Compared with the traditional scale, the method for evaluating the cognitive function in a game mode has the advantages that: manpower is not needed to be relied on for evaluation, so that the labor cost is reduced; the evaluation method of the game reduces the hours required by the evaluation of the scale to 10-20 minutes, thereby greatly reducing the time cost; the evaluation score is based on objective behavior data of the user, so that the problem of subjective scoring is avoided; the cognitive function items can be customized and are not limited to a few rough cognitive function items limited by the traditional tables. Secondly, on the basis of sub-project division and evaluation results, the invention provides an accurate personalized training content selection method and a training content parameter setting method, so that accurate and targeted training is performed on all cognitive projects aiming at users with different cognitive levels, and great potential advantages are brought to the improvement of training effects.
The present invention has been described in detail with reference to the preferred embodiments thereof, and it should be understood that the invention is not limited thereto, but is intended to cover modifications, equivalents, and improvements within the spirit and scope of the present invention.
Other embodiments of the disclosure will be apparent to those skilled in the art from consideration of the specification and practice of the disclosure herein. This application is intended to cover any variations, uses, or adaptations of the disclosure following, in general, the principles of the disclosure and including such departures from the present disclosure as come within known or customary practice within the art to which the disclosure pertains. It is intended that the specification and examples be considered as exemplary only, with a true scope and spirit of the disclosure being indicated by the following claims.

Claims (7)

1. Individualized cognitive training system of cognitive assessment result based on game behavior analysis, its characterized in that, the system includes data pre-entry module, real-time interaction module, communication module, general computing equipment module, storage module and result display module, wherein:
the data pre-recording module comprises a demographic information unit and a cognitive scale information unit;
the real-time interaction module comprises a game behavior data unit and a system feedback data unit, and is used for acquiring the game behavior data of the user and giving interactive feedback so as to perform cognitive training;
the general computing equipment module comprises a normal mode analysis unit, an evaluation result analysis unit, a real-time training content unit and an individualized training scheme unit, wherein the normal mode analysis unit and the evaluation result analysis unit form an evaluation sub-module, and the real-time training content unit and the individualized training scheme unit form a training sub-module.
2. The game behavior analysis-based personalized cognitive training system of cognitive assessment results according to claim 1, wherein the demographic information unit is used for entering demographic information, wherein the demographic information comprises name, age, gender, education level and occupation; the cognitive scale information unit is used for inputting cognitive scale evaluation data before the user.
3. The game behavior analysis based personalized cognitive training system of cognitive assessment results according to claim 2, wherein the main items of cognitive assessment data comprise attention, memory, reasoning ability, perception and coordination, and the attention comprises the following sub items: centralizing, distributing, suppressing and updating; the memory includes sub-items: short-term visual memory, short-term speech memory, working memory and naming; the reasoning capabilities include sub-items: planning and transferring; the perception includes sub-items: spatial perception, visual perception and auditory perception; the coordination force includes sub-items: reaction time and hand-eye coordination.
4. The game behavior analysis-based personalized cognitive training system for cognitive assessment results according to claim 3, wherein each main item raw score and each sub item raw score in the cognitive assessment data are obtained according to the behavior data of the assessment game, each assessment game is provided with different weight values for different sub items, sample users are classified according to the demographic information and the scores of the cognitive scale assessment data, and the samples are assessed to obtain a normal model of the original assessment results; aiming at the original score of the target user, taking a norm of a corresponding crowd for standardization: s = a × (X-M)/SD + B, where X is the user' S raw score, M represents the sample average score, SD represents the standard deviation of the samples, and a and B are preset offset parameters.
5. The system of claim 4, wherein the training sub-module has a training game content different from the evaluation game content, and specifically generates a personalized training scheme according to the evaluation result obtained by the user in the evaluation game, and the method comprises the following steps:
calculating a relevance score for each training game;
and sorting the game relevance scores from large to small, and selecting a plurality of previous training contents as the personalized training scheme of the next stage of the user.
6. The game behavior analysis-based cognitive assessment result personalized cognitive training system according to claim 5, wherein the relevance score
Figure FDA0003897372000000021
Wherein C is the evaluation score of a certain sub-item, n is the total number of the sub-items, and W is the weight value of the corresponding game in the sub-item.
7. The game behavior analysis-based cognitive assessment result personalized cognitive training system according to claim 5, wherein each training game sets different parameter gradients, and the parameters include difficulty level, training duration, moving speed and appearance frequency of internal objects.
CN202211279132.3A 2022-10-19 2022-10-19 Individualized cognitive training system of cognitive assessment result based on game behavior analysis Pending CN115565680A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116052888A (en) * 2023-03-28 2023-05-02 江西科技师范大学 Health monitoring method based on operation interaction, computer and storage medium

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN116052888A (en) * 2023-03-28 2023-05-02 江西科技师范大学 Health monitoring method based on operation interaction, computer and storage medium
CN116052888B (en) * 2023-03-28 2023-11-21 江西科技师范大学 Health monitoring method based on operation interaction, computer and storage medium

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